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Road construction units - 12/14/2021 9:10:50 AM   
Strategicon

 

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Among the three types of construction units some are called "road construction battalion", does anybody know how to use them? Or have you noticed any special use of these units by the HQs they belong to?
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RE: Road construction units - 12/14/2021 9:50:45 AM   
Rosencrantus

 

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I think they function the same as construction battalions, except maybe they can't be used for repairing and building things. I usually just stick them into corps I need to build forts quickly. See 20.2.2 in the manual for more details.

(in reply to Strategicon)
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RE: Road construction units - 12/15/2021 9:25:08 PM   
potski

 

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quote:

ORIGINAL: Strategicon

Among the three types of construction units some are called "road construction battalion", does anybody know how to use them? Or have you noticed any special use of these units by the HQs they belong to?


There are three "types" of construction SU's in the Axis OOB - construction battalion, road construction battalion and naval fortress construction battalion. But these appear to be just flavour names, using various historical unit names.

quote:

ORIGINAL: Rosencrantus

I think they function the same as construction battalions, except maybe they can't be used for repairing and building things. I usually just stick them into corps I need to build forts quickly. See 20.2.2 in the manual for more details.


All three "types" of construction battalions can be assigned to cities to repair damage, or to Corps HQs to assist infantry divisions to build fortifications. I don't see any evidence that the "road construction battalions", don't perform the same function as "construction battalions". The Commander's Report does not show any difference in the types, all appear when you select the option of "Const". And when you come to select a SU to assign it to a city, all types appear, even if you are just repairing a railyard.

Nevertheless, since I had months ago the same question and normally assign multiple Const SUs to cities, I had never actually tested this to make sure the road battalions actually did do repairs. So, fired up Leningrad scenario, captured Riga with 48% port damage and 30% railyard damage. Assigned three road construction battalions and no ordinary battalions and ended the turn. Next turn the damage was down to 30% port and 16% railyard.

But, I thought I needed also to check that this rate of damage reduction was the same. And found that the damage would reduce to 30% and 16% whatever I assigned and whether or not I used an AP to set the repairs as priority.

First, I found that it seems that the AI will assign any single random construction SU to the Riga, I didn't need to do it. I never knew this. It appears it did this first from an SU in a Corps HQ that happened to be in Riga. So I tested again and moved the HQ out of the city, and on that occasion it assigned a SU from the Army Group HQ. That's preferable. You can find later that the Corps HQ takes a defensive position and could be missing its Const SU's to help it fortify later. You would need to go back and unassign the SU from city to return it to HQ. Maybe - the SU still lists against the HQ but with a "*c" to show it is temporarily assigned to a city. Still the important point is that regardless of whether the AI assigned one or I manually assigned three SU's, the damage reduced to 30% and 16%. CONCLUSION: You never need to assign more than one Const SU to reduce damage, it doesn't appear to make the repairs quicker.

Second, even without priority repairs set (which takes one AP) if there is one road or one ordinary Const SU, the damage reduces to 30% and 16%. CONCLUSION: The type of Const SU does not matter. It appears to be pointless to spend the one AP to set the repairs as a priority, it does not speed up the repairs. This priority might only be a factor if you have a number of cities being repaired at the same time, but in the second turn when you are only repairing something like Kaunas and Riga, it doesn't matter. The AI still assigns a Const SU to the city, even when priority repair is not set. And in one one of these cases it came from 4th Panzer Group, so the assignment from an HQ seems to be pretty random.

Third, I checked Daugavpils, and it didn't get a Const SU assigned by the AI. That suggests the AI might only assign one Const SU per turn. And does so only to the most badly damaged. Daugavpils was reduced from 41% to 32% even with no Const SU, so it is clear that a certain amount of repairs take place regardless of what the player does.

Fourth, I tried removing only the priority repairs from Riga's port, and then the damage reduced in the port from 48% to 42%, ie. less than above, while the railyard (which did have priority repairs) went from 30% to 24%, ie. also less. So overall, less repairs were carried out at both the port and railyard. This makes no sense, so I repeated that test and got the same results. That looks like a bug to me, that you can spend one AP on the railyard and actually get worse results for both compared to not spending any AP's.

So, I think we can be sure that it doesn't matter what type of Const SU is used. But the other factors involved appear to be unclear, and my practice of using an AP to give priority repairs and assigning three SU's both appear to be pointless. Interested in anyone else has information to share on the best way to handle the city repairs.


< Message edited by potski -- 12/15/2021 9:31:11 PM >

(in reply to Rosencrantus)
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RE: Road construction units - 12/15/2021 9:57:44 PM   
Hardradi


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I kept some stats in one game relating to priority repair on some of the Baltic Ports. I came to the same conclusion. Priority repair appears pointless and looks to be even detrimental to the repair rate.

(in reply to potski)
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RE: Road construction units - 12/16/2021 7:09:51 AM   
loki100


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From: Utlima Thule
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quote:

ORIGINAL: potski

...

So, I think we can be sure that it doesn't matter what type of Const SU is used. But the other factors involved appear to be unclear, and my practice of using an AP to give priority repairs and assigning three SU's both appear to be pointless. Interested in anyone else has information to share on the best way to handle the city repairs.



small bits

yes, these names are flavour not role related
I tend to avoid using the priority repair option as you may as well spend the AP on a manual allocation

which leads to ...

repair rate is not just a product of construction capacity allocated, it also demands supply and is limited by supply shortages. So if you send 3 construction units to a supply poor hex then they are wasted. There is no easy way to get this information so its more a case of instinct. But as an eg, expand an airbase next to a NSS to #3, you will see how the extra construction assets help as they have the supply to work with.

edit - priority repair doesn't do anything in itself, it just flags that location to the AI to send a construction unit when one is free, so its a bit more visible to the AI than just leaving it to chance

and related to this:

quote:

ORIGINAL: Hardradi

I kept some stats in one game relating to priority repair on some of the Baltic Ports. I came to the same conclusion. Priority repair appears pointless and looks to be even detrimental to the repair rate.


always remember the core tenet of statistics, correlation is not proof of causation

so given that priority per se does nothing, then you are seeing the type of variability to be expected given that repair rate is interacting with the supply system


< Message edited by loki100 -- 12/16/2021 9:01:50 AM >


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(in reply to potski)
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RE: Road construction units - 12/16/2021 10:37:57 AM   
GibsonPete


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Good to know Joel. +1

_____________________________

“Reader, suppose you were an idiot. And suppose you were a member of Congress. But I repeat myself.”

(in reply to loki100)
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